struct Light
{
	float4 direction;
	float4 colour;
	float4 ambient;
	float4 position;
	float4 attenuation;
	float2 pad1;
	float range;
	int enabled;
};

cbuffer ConstantBuffer : register( b0 )
{
	float4 TEST;
	matrix World;
	matrix View;
	matrix Projection;
	matrix LightViewMatrix;
	matrix LightProjMatrix;
	Light light[3];
	float4 OutputColour;
	float2 TexturePositionOne;
	float2 TexturePositionTwo;
	float3 CameraPosition;
}
//--------------------------------------------------------------------------------------
struct VS_INPUT // = PS_INPUT
{
    float4 Pos : POSITION;
    float2 TexCoord : TEXCOORD0;
	float3 Normal : NORMAL0;
	float3 Tangent : TANGENT;
	float3 Binormal : BINORMAL;
};

struct PS_INPUT
{
	float4 Pos : SV_POSITION;
	float2 TexCoord : TEXCOORD0;
	float3 Normal : NORMAL0;
};

Texture2D ObjTexture : register( t0 );
SamplerState ObjSamplerState : register( s0 );

PS_INPUT VS(VS_INPUT input)
{
    PS_INPUT output = (PS_INPUT)0;

    output.Pos = mul( input.Pos, World );
    output.Pos = mul( output.Pos, View );
    output.Pos = mul( output.Pos, Projection );
	
	output.Normal = mul(input.Normal, World);
	output.TexCoord = input.TexCoord;

    return output;
}

float4 PS(PS_INPUT input) : SV_Target
{
	//float4 finalColour = ObjTexture.Sample(ObjSamplerState, (input.TexCoord * 4.0f));
	//finalColour *= saturate(dot((float3)light[1].direction, input.Normal));

	//return float4(0.5, 0.0, 0.0, 0.3);
	return input.Pos.z;
	//return ObjTexture.Sample(ObjSamplerState, (input.TexCoord * 4.0f));
}